i use fireworkes too. u may want 2 make the borders a bit more dinamic and make them all black. by dinamic i mean that ther r not straight lines. also there are too many impassable borders/they r too large.

I think its too big, I have to scroll too much.
Im not sure you need so many continents either.

Im not sure this map is a great idea, It is of a very specific area. Recently a "fairfax county" map was in the making and it got shot down because it didnt have the support of anyone but the people that lived there. Maybe if you even tried to do a QLD map?

Anyway, If you get the support for this map to continue, I wish you luck.

You obviously made every region exactly 6 countries on purpose, perhaps you can expand on your reasons for that.

Personally I think the best maps have several different sized regions, especially small and medium regions since they give you several different options for what to go for when playing. Maps like Canada and Hong Kong only have 2 regions worth going for, and quite frankly those maps suck. You need a couple of regions with 4 countries giving 2-3 bonus, and a couple of regions with 8 countries giving 6-8 bonus.

As far as bonuses go, I don't think any region should ever give more in bonus than it has in countries. Maybe it's hard to defend in singles games, but in team games, especially triples, your teammates can help defend you and it becomes VERY imbalanced. Specifically The Beaches region is also on the edge of the map, the team that lucks into this side of the map will have a decided advantage. Any map this big will need to be good for team play first, singles second.

Don't get me wrong, the number of countries is fine. I count 12 regions with 6 countries each rather than 11 as you posted, making 72 instead of 66. The biggest problem I have with this is that the first person who goes gets 4 armies and is virtually assured to take a country, however the person he takes it from now only has 11 and will only get 3 armies. Going first is already enough of an advantage, 66 is the better number so everyone gets 3.

Just don't let these people talk you into making yet ANOTHER map with 48 countries, which is slightly too big for 4 people and slightly too small for 6. We've got way too many maps sized for 5 people already and most games are 4 or 6 players.

As far as the image dimensions, you need to do something about it. Small maps need to be 600 px wide and large maps 800 (it is actually required they do not exceed this), and the width needs to be noticeably larger than the height.

Visually, you should separate the red and green regions because it causes problems for color blind people. You have a lot of greens too, which is more of a problem on the bonus board than on the map. Stick in maybe an orange and a brown so that everything is nice and distinguishable. Also, consider making the blue region a slightly more distinguishable color from the purple region.

And the text in the bonus box needs to be bigger and thicker (to show the colors off better).

Those are the bigger things that I see. I hope the length of this is constructive rather than intimidating.

As this is my first map, making almost each region with 6 territories in each was not planned...it simply happened that way. I understand what you say about small, medium and large regions, and the consequences of 4 against 6 and 5 players. To this end, on your advice I will adjust the regions and also the colours as suggested....66 coming up as the objective. I don't think there is 2 many territories as opposed to ie 48, this, i beleive, can make for good game play.

I'll try to come up with more suggestions for the playability tomorrow when I've got more time to analyze it, but I will say it is much improved, definitely.

Visually, I'm pretty sure others are going to give you a lot more suggestions. One thing I will tell you is it's too bright, it's hard to stare at for periods of time thinking about strategy. The colors you selected for the regions are good, just dim it down.

I figured this might make all the bonuses more worth fighting for. Something about the map just made the beach look way too powerful and if a team had good placement in the northeast they'd pretty much sweep the board while the others faught over hard to hold bonuses.

Well I've discussed your map in depth with a friend, and these are the changes we would suggest:

The Swamps: This one is actually good, although you might consider moving the Mitchell/Saddle border slightly over to the right to make it clear Saddle does not border Biboorah. Keep the bonus of +3.

The Beaches: Since it only has 2 defense points, we think you should remove one of the islands to make it 7 territories instead of 8 (this will be added back further down to keep it 60 territories total), changing the bonus to +3.

City Estates: Add a connection between Fitzroy and Yarrabah, reduce the bonus to +2 since it only has 5 territories and 2 defense points.

Sugarland: The problem we had with this is that the person who takes Bananaland will be able to take this and go straight north without increasing their defense points. To combat this, we think you should add another island just south of Franklin, connected to Franklin and Eubanangle. Also add a connection between Franklin and Gordonvale, thus removing the bottleneck from the region. Increase the bonus to +5.

Bananaland: Make Palmerston part of Dairy Farmers, which reduces the territories to 5 and the borders to 2, and reduce the bonus to +2.

Fruit Pickers: Connect the mountains to cut off the connection to Dimbulah, reducing the borders to 4. Bonus of +6 is now good.

Agate Hills: Since it now only has 2 defense points, reduce the bonus to +2.

Maize Silos: The region is fine, but with 4 borders it should only be worth +5 bonus.

Dairy Farmers: With Palmerston added it now has 7 territories and 5 borders to 4 different regions, so increase the bonus to +7.

Rainforest: While it technically has 4 defense points, it only has 5 territories and can take Tinaroo to reduce borders to 3, so the bonus should be +4.